围绕任意轴Bug的矩阵旋转

时间:2017-08-31 16:56:29

标签: graphics 3d linear-algebra

我一直在尝试围绕任意轴工作的矩阵旋转,我想我很接近,但我有一个bug。我对3D旋转相对较新,并且对正在发生的事情有基本的了解。

public static Matrix4D Rotate(Vector3D u, Vector3D v)
{
    double angle = Acos(u.Dot(v));
    Vector3D axis = u.Cross(v);

    double c = Cos(angle);
    double s = Sin(angle);
    double t = 1 - c;

    return  new Matrix4D(new double [,]
    {
        { c + Pow(axis.X, 2) * t,  axis.X * axis.Y * t -axis.Z * s, axis.X * axis.Z * t + axis.Y * s, 0 },
        { axis.Y * axis.X * t + axis.Z * s, c + Pow(axis.Y, 2) * t, axis.Y * axis.Z * t - axis.X * s, 0 },
        { axis.Z * axis.X * t - axis.Y * s, axis.Z * axis.Y * t + axis.X * s, c + Pow(axis.Z, 2) * t, 0 },
        { 0, 0, 0, 1 }
    });
}

上面的代码是矩阵旋转的算法。当我用单位向量测试算法时,我得到以下结果:

Matrix4D rotationMatrix = Matrix4D.Rotate(new Vector3D(1, 0, 0), new Vector3D(0, 0, 1));

Vector4D vectorToRotate = new Vector4D(1,0,0,0);

Vector4D result = rotationMatrix * vectorToRotate;

//Result
X = 0.0000000000000000612;
Y = 0;
Z = 1;
Length = 1;

旋转90度后,我发现它几乎完美无缺。现在让我们看看45度旋转:

Matrix4D rotationMatrix = Matrix4D.Rotate(new Vector3D(1, 0, 0), new Vector3D(1, 0, 1).Normalize());

Vector4D vectorToRotate = new Vector4D(1,0,0,0);

Vector4D result = rotationMatrix * vectorToRotate;

//Result
X = .70710678118654746;
Y = 0;
Z = .5;
Length = 0.8660254037844386;

当我们取atan(.5 / .707)时,我们发现我们有一个35.28度的旋转而不是45度的旋转。矢量的长度也从1变为.866。有没有人对我做错了什么提示?

2 个答案:

答案 0 :(得分:4)

您的矩阵代码看起来是正确的,但您也需要规范化 (仅因为uv规范化了平均u cross v也是)。

(出于性能和准确性原因,我还建议使用简单的乘法而不是Pow;但这是次要的,而不是问题的根源)

答案 1 :(得分:1)

对于后代来说,这是我用于这个问题的代码。我总是建议使用Atan2(dy,dx)代替Acos(dx),因为它在接近90°的角度下数值更稳定。

public static class Rotations
{
    public static Matrix4x4 FromTwoVectors(Vector3 u, Vector3 v)
    {
        Vector3 n = Vector3.Cross(u, v);
        double sin = n.Length();  // use |u×v| = |u||v| SIN(θ)
        double cos = Vector3.Dot(u, v); // use u·v = |u||v| COS(θ)

        // what if u×v=0, or u·v=0. The full quadrant arctan below is fine with it.
        double angle = Atan2(sin, cos);
        n = Vector3.Normalize(n);

        return FromAxisAngle(n, angle);
    }
    public static Matrix4x4 FromAxisAngle(Vector3 n, double angle)
    {
        // Asssume `n` is normalized
        double x = n.X, y = n.Y, z = n.Z;
        double sin = Sin(angle);
        double vcos = 1.0-Cos(angle);

        return new Matrix4x4(
            1.0-vcos*(y*y+z*z), vcos*x*y-sin*z, vcos*x*z+sin*y, 0,
            vcos*x*y+sin*z, 1.0-vcos*(x*x+z*z), vcos*y*z-sin*x, 0,
            vcos*x*z-sin*y, vcos*y*z+sin*x, 1.0-vcos*(x*x+y*y), 0,
            0, 0, 0, 1.0);
    }
}

代码为C#